BBCF/Mai Natsume

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Mai Natsume
BBCF Mai Portrait.png

Health: 11,000

Combo Rate: 60%

Jump Startup: 4

Backdash Time 25 / Invul: 1-7

Movement Options: Double Jump, Air Dash, Dash type: Run

Play-style
Balanced, Footsies

Overview[edit]

Mai Natsume is the main character of the manga BlazBlue: Remix Heart, its sequel Variable Heart, and two side-stories in BlazBlue: Chrono Phantasma Extend. She was a classmate and friend of Noel Vermillion, Tsubaki Yayoi and Makoto Nanaya during their time at the Military Academy. Mai is the vessel of the Nameless Grimoire and was for a time the host of the Intermediary Grimoire. She is making her debut as a playable DLC character in the console version of BlazBlue: Central Fiction.

Drive: Gallia Sphyras - Exseal[edit]

Mai throws her spear for her Drive attack. There's a stance before the initial throw which allows control of the direction it is thrown using the stick. Even if the spear doesn't hit the opponent, Mai can cause the spear to home in on the opponent with an additional input.

Unique Ability: Variable Arts[edit]

After Mai uses an attack, additional inputs allow for different follow-ups, depending on the button used. The follow-ups come out regardless of whether the move hits the opponent or not.

Overdrive: Flurry of the Winter Moon[edit]

Mai's Overdrive shortens the charge time to make her spear throws unblockable as well as making the homing spear hit twice. All followups from Juncture and Moon Blossom are always the fully charged versions.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Great reach.
  • Amazing corner carry.
  • Good overall damage.
  • Can get big conversions off almost any hit.
  • Simple inputs and combos that are easy to pick up.
  • COUP DROIT THAT GUARD BREAKS
  • Mashing C gives you 3k
  • Execution, range, and easy high damage combos makes her a friendly beginner character
  • Unreliable reversal options that can be baited and beaten out.
  • Can struggle to gain back momentum when cornered or pressured.
  • Mixups are very telegraphed and linear. Must play smart to open people up.
  • Small selection of moves to use at neutral, the vast majority of Mai's normal moves require another move or two to be performed first.



Normal Moves[edit]

5A[edit]
5A
BBCF Mai 5A.png
BBCF Mai 5AA.png
BBCF Mai 5AAA.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
5A 300 All 6 3 10 -1 B
  • Cancels on whiff into Variable Arts.
  • Holding 4 prevents cancelling into variable arts if you just want to mash jab.

Fast jab that hits crouching. Can be canceled into Variable Arts even on startup or whiff, so it can be used to go straight into longer moves like 5xA or 5xC.

5xA 600 Mid 8 3 13 1 B
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Plus on block so it can be used to stagger pressure and can link back into 2A on hit if close enough. Startup is fast enough to combo off 2A even if 5A whiffs (i.e. 2A 5A(whiff)A).

5xAA 1200 Mid 16 4 18 -3 B
  • Fatal Counter

Corner combo ender option. Can combo into Crush Trigger on standing targets as a small combo extension.


5B[edit]
5B
BBCF Mai 5B.png
BBCF Mai 5BB.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
5B 600 Mid 9 4 16 -3 B
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

5xB 900 Mid 10 4 14 -1 B

Used to confirm 5A or 5B into air combo.


5x[B][edit]
5x[B]
BBCF Mai 5x(B).png
THIS IS THE STANCE
Damage Guard Startup Active Recovery Frame Adv Attribute
- - - - - - -
  • Possible to input 5A/5B4[B] to feint into stance
  • Has guard point on body.
  • Can be held infinitely


5x[B]A/C[edit]
5x[B]A/C
BBCF Mai 5x(B)A.png
Damage Guard Startup Active Recovery Frame Adv Attribute
600 Low 13 3 14 -3 F
  • Goes back into stance after 6 recovery frames.
  • Links into 2A on hit at close ranged. Cannot link into 5A due to pushback. Otherwise doesn't combo outside of counterhit.


5x[B]6A/6C[edit]
5x[B]6A/6C
BBCF Mai 5x(B)6A.png
Damage Guard Startup Active Recovery Frame Adv Attribute
1000 Mid 13 9 21 -11 B
  • Fatal Counter
  • Can be used for frame traps.
  • Midscreen combos onto into 236A, can tipper to extend at certain ranges
  • Used in corner loops.


5x[B]8A/8C[edit]
5x[B]8A/8C
BBCF Mai 5x(B)8A.png
Damage Guard Startup Active Recovery Frame Adv Attribute
800 High 20 3 23 -7 H
  • Hits overhead
  • Invincible 4-22F
  • Can be used in air juggle combos


5C[edit]
5C
BBCF Mai 5C.png
1 Button Fatals
BBCF Mai 5CC.png
Poke of the gods
BBCF Mai 5CCC.png
Mash C to fill combos
Version Damage Guard Startup Active Recovery Frame Adv Attribute
5C 900 Mid 13 4 16 -1 B
  • Fatal Counter
  • One of Mai's main starters for her really damaging combos.
  • Forces crouching on hit.
5xC 850 Mid 9 5 18 -6 B
  • Excellent long range poke for neutral. Plink into it off 5A to get this move standalone.
5xCC 230*6~24 All 8 3*6~24 22 -8 B
  • Mash(or hold) C to increase the number of hits
  • Does chip damage on block
  • Last few hits launch opponent and can only be Rapid Canceled


2A[edit]
2A
BBCF Mai 2A.png
Damage Guard Startup Active Recovery Frame Adv Attribute
300 Low/Air 7 3 10 -1 F
  • Longer range than 5A
  • Mai's hurtbox shifts oddly during this, it can be used to low-profile certain DPs when done as a meaty.
  • Chains into 5A, can be used to pick opponents off the ground.


2B[edit]
2B
BBCF Mai 2B.png
Damage Guard Startup Active Recovery Frame Adv Attribute
700 Low 10 3 18 -4 F
  • Sweep.
  • Untechable on CH, allowing for 2B into 5C.


2xC[edit]
2xC
BBCF Mai 2BC.png
Damage Guard Startup Active Recovery Frame Adv Attribute
900 Low 12 6 19 -8 F
  • Has to be linked off of 2A or 2B
  • Can be used as a poke by whiffing 2A, similar to 5xC, but less useful.


2C[edit]
2C
BBCF Mai 2C.png
Hit the entire US air force with this
Damage Guard Startup Active Recovery Frame Adv Attribute
850 Mid 10 4 30 -15 B

Gigantic hitbox in every direction that leads into easy followup combos. Beware that the actual head invul starts up very late for an anti-air so it is easy to get tagged on startup. Also beware of opponents baiting it by making it whiff as the whiff recovery is extremely long and punishable.


5xAB[edit]
5xAB and 5xAC
BBCF Mai 5AAB.png
Projectile Normal
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Strike 600 All 15 3 47 -33 B
  • Whiffs on crouching opponents.
  • Cancels into 236/214 despite being a projectile.
Shot 600 B: All
C: Low/Air
18 - Total 57 -21 P1*
  • Mai's only non-stance low from standing strings.
  • Cancels into 236/214 despite being a projectile.


5xCA[edit]
5xCA
BBCF Mai 5xCA.png
BULLBASH
Damage Guard Startup Active Recovery Frame Adv Attribute
900 High 21 6 15 -2 B
  • Overhead.
  • Combos from 5xC on crouching or air, but not standing.

Follow the Help:Writing_Character_Pages guidelines


5xCB[edit]
5xCB
BBCF Mai 5xCB.png
Damage Guard Startup Active Recovery Frame Adv Attribute
980 High 28 3 6 7 H
  • Also overhead
  • Very plus on block, resets pressure if respected
  • Links on hit for combos, 2C is optimal.
  • If done meaty, can cause certain attacks to whiff.


j.A[edit]
j.A
BBCF Mai jA.png
Damage Guard Startup Active Recovery Frame Adv Attribute
300 High/Air 6 3 9 - H
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


j.B[edit]
j.B
BBCF Mai jB.png
Damage Guard Startup Active Recovery Frame Adv Attribute
750 High/Air 9 4 (2) 2 12 - H
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


j.C[edit]
j.C
BBCF Mai jC.png
It's called "neutral"
Damage Guard Startup Active Recovery Frame Adv Attribute
900 High/Air 11 4 24 - H
  • Hits in front, below, and behind.
  • On air CH will floor opponents, allowing pickup with either 5CCA or 2A5ACA into extended combos.


Drive Moves[edit]

5D/8D/2D[edit]
Exseal
2/5/8D (Air OK)
BBCF Mai 5D.png
Inputting 2,5, or 8 will change the spear trajectory
BBCF Mai 5D!.png
While charging makes it unblockable
BBCF Mai j.D.png
Can also be done in the air
BBCF Mai j.D!.png
though it takes just a breath longer
Version Damage Guard Startup Active Recovery Frame Adv Attribute
2/5/8D 800 All 25~80
[20~55]
- Total: 72~127
[Total: 67~102]
- P1*
  • Changing the trajectory at any time resets how long it takes to fully charge

Mai throws her spear. Can change the trajectory as long as GGD.png is held

Charged 2/5/8D 900 Unblockable 81 [56] - Total: 128
[Total: 103]
- P1*
  • Move become unblockable upon fully charging
  • Trajectory can not be changed once fully charged

After charging, Mai throws her spear. The time spent charging is reduced by almost half in Overdrive.

j.2/5/8D 800 All 27~81
[22~56]
- Total: Until L+8 - P1*
  • Changing the trajectory at any time resets how long it takes to fully charge

Mai throws her spear while in the air. Can change the trajectory as long as GGD.png is held

Charged j.2/5/8D 900 Unblockable 82 [57] - Total: Until L+8 - P1*
  • Move become unblockable upon fully charging
  • Trajectory can not be changed once fully charged

After charging, Mai throws her spear in the air. The time spent charging is reduced by almost half in Overdrive.


Direction Change[edit]
Direction Change
D after any Drive (Air OK)
BBCF Mai DD.png
"Did you really think I missed?"
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 800 [900] All 5? - - - P1*
  • Loses unblockable property of charged drive upon usage of direction change

Redirects spear to opponent's current location. Used very often in combo strings as an extender or as a method of zoning.

Overdrive 800*2 [900*2] All 5? - - - P1*
  • Does 2 hits during Overdrive


Universal Mechanics[edit]

Ground Throw[edit]
Forward/Back Throw
BBCF Mai ForwardThrow.png
Damage Guard Startup Active Recovery Frame Adv Attribute
0*2, 1500 Throw(70) 7 3 23 - T
  • Knocks down.

Simple throw that deposits the opponent right in front of you for an easy combo followup with 236 or 214. Forward and back versions are identical except for the side the opponent lands on.


Air Throw[edit]
Air Throw
BBCF Mai AirThrow.png
Damage Guard Startup Active Recovery Frame Adv Attribute
0*2, 1500 Throw(70) 7 3 23+3L - T
  • Wallbounces on hit.
  • Cancels into j214


Counter Assault[edit]
Counter Assault
BBCF Mai 5BB.png
Damage Guard Startup Active Recovery Frame Adv Attribute
0 All 13 3 32 -16 B
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Crush Trigger[edit]
Crush Trigger
BBCF Mai CrushTrigger.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Charged 1000 Guard Break 32/Barrier 20 1 25 0 B
Charged 1000 Guard Break 60/Barrier 30~61 1 25 0 B
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Specials[edit]

Juncture[edit]
Juncture
236
BBCF Mai Setsuna.png
Command dash
Damage Guard Startup Active Recovery Frame Adv Attribute
- - - - 28 - -
  • Hold 4 to prevent accidental A/B/C followups.

Command dash that cancels into thrust followups and additional 236 and 214 movements. Note that while you can frametrap with the thrusts, the command dash itself is NOT safe as a dash cancel and you can easily be mashed out while trying.


A Himeyuri[edit]
A Himeyuri
A after Juncture
BBCF Mai Himeyuri.png
Rocket Stab
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 1000 [1100] All
[Barrier]
6 2 20 -5 [-1] B
OD 1000, 250
[1100]
All
[Barrier]
6 2,2 20 -5 [-1] B
  • Tipper hit guard crushes on block unless barriered
  • Floats on air hit
  • Tipper air hit causes opponent to be pulled in slightly, allowing for followup combos midscreen.

Fast thrust followup from 236 command dash. Short enough range to space a tipper off certain blockstrings but short guard crush time requires RC for followup.


B Himeyuri[edit]
B Himeyuri
B after Juncture
BBCF Mai Himeyuri.png
Rocket Stab
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 1250 [1375] All
[Barrier]
17 6 19 -6 [+2] B
OD 1250, 125*3
[1375]
All
[Barrier]
17 2,2,2,2 19 -6 [2] B
  • Tipper hit guard crushes on block
  • Knocks down on hit (emergency techable on air hit)
  • Can shorten the distance travelled by holding 4 early into startup

Extremely long range thrust (almost fullscreen) that blows the opponent back and leads into easy combos in the corner. Great for forcing the opponent to respect you even fullscreen, as a spaced tipper hit will force them to either barrier (and give you frame advantage) or be guard crushed. Unlike A version, guard crush time is long enough to dash in and follow up meterless.


Himeyuri: Dipper[edit]
Himeyuri: Dipper
C after Juncture
BBCF Mai Himeyuri-Dipper.png
Angled Rocket Stab
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 1300 [1430] Mid [Barrier] 9 8 24+14L -27 B
OD 1300, 130*3
[1430]
Mid
[Barrier]
9 2,2,2,2 24+14L -25 B
  • Cancels into 214 on hit
  • Launches opponent on hit
  • Tipper hit guard crushes on block

Upwards thrust that carries the opponent with it on hit. Can be followed up with 214 moves (including charged version, sometimes even on non-tipper hits) for knockdown and corner carry.


Moon Blossom[edit]
Moon Blossom
214 (air OK)
BBCF Mai MoonBlossom.png
Command jump
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Ground - - - - Until L+4 - -
Air - - - - Until L+4 - -
  • Command backflip.
  • Hold 6 to cancel into normals instead of dive followups
  • Flip angle changes based on preceding movements (236 and 214).
  • Dive followups become charged after a certain number of frames

Command backflip. Can be canceled into dive followups, normals (hold 6), or additional 214 movements. Note that this move has foot invul from frame 1 and full invul after frame 4, so it can be used to escape certain pressure strings (even meaty lows).


Suzuran[edit]
Suzuran
A after Moon Blossom
BBCF Mai Suzuran.png
Diving Stab
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Uncharged 900 All 11 Until L 18 - H
Charged 900*2 All 26 Until L,2 16 - H
  • Uncharged version knocks down on hit.
  • Charged version ground bounces on hit.

Straight-down dive that is primarily used to get the most frame advantage at the end of an air combo. Charged version has a second ground hit that is significantly plus on block, so it can be used in pressure; however, the second hit will whiff (and the move will be punishable) if the opponent blocks while airborne.

At certain relative heights, even the uncharged version can combo into 236D.


Suzuran: Blaze[edit]
Suzuran: Blaze
B after Moon Blossom
BBCF Mai SuzuranBlaze.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Uncharged 1000 All 11 Until L 20 - H
Charged 1000*2 All 21 Until L,2 18 - H
  • Uncharged version knocks down on hit.
  • Charged version ground bounces on hit.

Angled dive at a steeper angle than C version. Slightly more advantageous knockdown in exchange for less horizontal range, but otherwise fairly interchangeable. You'll primarily be using the charged version of this in combos to avoid same-move proration from doing C dive multiple times. Like other versions, charged version has a ground shockwave that is plus on block but will whiff on airborne blocking opponents.


Suzuran: Dipper[edit]
Suzuran: Dipper
C after Moon Blossom
BBCF Mai SuzuranDipper.png
Angled Diving Stab
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Uncharged 1100 All 11 Until L 20 - H
Charged 1100*2 All 21 Until L,2 18 - H
  • Uncharged version knocks down on hit.
  • Charged version ground bounces on hit.

Forward dive. Best corner carry and easiest to combo midscreen due to horizontal reach, but has the worst knockdown advantage of the dive enders. Although you're unlikely to be in a situation where this is a serious risk, be aware that the spear itself has a hurtbox.


Distortion Drives[edit]

Floral Blizzard Blossom[edit]
Floral Blizzard Blossom
214D
BBCF Mai FloralBlizzardBlossom.png
Hold button to go into autoguard stance
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Uncharged 1500 [1800] All 8+7 8 49 -36 B
Charged 3000 [3600] All 72+7 8 49 -36 B
  • Hold to extend guardpoint.

Mai's metered reversal. That said it's not very good. It's unreliable for escaping pressure as the move only has guard point and no actual invulnerability until after the superflash, meaning that opponents can just grab you out of the attack if they react fast enough, on top of being very unsafe on block. It can be held to try to bait the opponent into pressing another un-RCable button before the superflash, but this is very risky.


Sylvan Hurricane Assault[edit]
Sylvan Hurricane Assault
236D
BBCF Mai SylvanHurricaneAssault.png
Damage Guard Startup Active Recovery Frame Adv Attribute
1200*2, 2200
[1200, 300*7, 2200]
All 4+2 1,Until Offscreen, Until Ground 61+10L -52 N
  • Can be canceled into off 236 command dash

Goes straight up, then comes down on the opponent. Not a true reversal since invul starts on frame 4. Primarily used as a combo ender. She can also use it to manually switch sides, so watch out for crossups.


Exceed Accel[edit]

Shearing Cherry Blossom Storm
ABCD during Overdrive
BBCF Mai ShearingCherryBlossomStorm.png
BBTag Mai ShearingCherryBlossomStorm.png
Damage Guard Startup Active Recovery Frame Adv Attribute
600, 200*12
{600, 200*18, 1700}
All 20 [10] 3 34 -10 B
  • Does not cost Heat, but immediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.

Mai attacks the opponent relentlessly with her spear. Puts Mai in Active Flow if she hasn't already been in it already. Has full invul and is safe on block, but it has no minimal damage and cannot be Rapid-canceled.


Astral Heat[edit]

Royal Crimson Sprout: New Moon Lotus
222D
BBCF Mai NewMoonLotus.png
Soaring Spear that Strikes with Death
BBCF Mai NewMoonLotus2.png
GAE...BOLG!!
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 2000, 22000 All 7+8 3 75 -39 B

Combos out of nearly anything.


External References[edit]

  • Japanese Name: マイ=ナツメ
  • Japanese Wiki
  • Japanese BBS
  • Arcade Profile Dan Rankings
  • Character Video Thread


Navigation[edit]


Ambox notice.png To edit frame data, edit values in BBCF/Mai Natsume/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
BlazBlue: Central Fictione
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